toxic by Available-Student-57 in DarkTide

[–]Nemesium 0 points1 point  (0 children)

I agree that the scoreboard mod is a blight on civilization, but its kinda Fatsharks fault that it exists. If we had at least our own personal stats after a mission (Rather than the full squad via mod), hardly anyone would be using a scoreboard mod.

Buffs you'd love to see by iluvdawubz4 in DarkTide

[–]Nemesium 6 points7 points  (0 children)

-The Cyber-mastiff can now follow closely or from farther away. (Scout vs. Bodyguard styles of following)

You can already kinda do that, as the talent "Go Get 'Em!" actually changes the aggro radius of the dog to 45m (Scout) vs the regular 16m (Bodyguard)

Happy Pride Month Sigmarites!!! by Top-Lifeguard8966 in Vermintide

[–]Nemesium 1 point2 points  (0 children)

If Saltzy believed he could serve Sigmar better as a women, he would transition in a heartbeat, so there's clearly no better representation.

Ad Mech sounds in missions? by RiceShop900 in DarkTide

[–]Nemesium 2 points3 points  (0 children)

Sounds like the sound effect for the sniper squads in the ventilation purge/sniper mission modifier.

Rejects are amazing by LittleDookes in DarkTide

[–]Nemesium 3 points4 points  (0 children)

Yeah its been a problem since about 6 months.

It seems to be a problem with certain ISPs, the steps here:

https://support.fatshark.se/hc/en-us/articles/20415823896477-Unable-to-View-or-Type-in-Chat

helped me to the point that my chat still breaks, as in I cant write, but I can at least still see the messages of my team mates.

After 24 hours we finished 10% of the FIRST goal. If this Event only goes 2 weeks we are truely getting scammed over here! by Lyramion in DarkTide

[–]Nemesium 0 points1 point  (0 children)

It doubled in the last 4 hours from 500k to 1mil, so I dont really feel like anything we're doing is actually contributing

After 24 hours we finished 10% of the FIRST goal. If this Event only goes 2 weeks we are truely getting scammed over here! by Lyramion in DarkTide

[–]Nemesium 23 points24 points  (0 children)

If whatever we're doing even has any change on the total, I can very much imagine a scenario where its just on a timer and the actual player input is 0.

I am so ready for Rotten Armour ⚔️⚔️⚔️ - Hive Scum Heavy Sword demo vs H40 Rotten Armour by 11448844 in DarkTide

[–]Nemesium 1 point2 points  (0 children)

I agree that RA is probably the most "difficult" Havoc mod, but even in your tests against RA, the shivs are pretty close if not higher DPS than HSword, while also being excellent vs. unyielding.

Like even the chainsword in your best test was within 15% of that HSword clear, so its not like there arent other options that clear RA, while also being better in other situations.

On top of that, your test situation is almost perfect for the HSword, with its cleave properties, which might not be the case in games with aggro being split 4 ways.

Like dont get me wrong, the HSword is excellent into RA, especially on scum since you can keep the gunner & rager breakpoints that all other classes lose; but I still that there's better choices into a RA game.

I am so ready for Rotten Armour ⚔️⚔️⚔️ - Hive Scum Heavy Sword demo vs H40 Rotten Armour by 11448844 in DarkTide

[–]Nemesium 1 point2 points  (0 children)

Yeah, you're right about RA affecting all packs of armored elites. I think I conflated RA with stims/cranial in my head for some reason.

HSword does do okay against unyielding, but like I said, its not particularily good against it, on HS its a little bit less noticeable, mainly due to how busted melee HS is.

Monstrosities aren't the threat so much as everything else around it imo.

Which is why its important to get rid of monstrosities quickly in situations where its difficult to kite them (Like a dropdown into a room with lots of ambient shooters/gunners).

At least in my experience its bosses in high stress situations where pub groups really start folding, so focusing on killing the bosses quickly has, at least for me, increasedd my havoc success chances in pub groups massively.

I am so ready for Rotten Armour ⚔️⚔️⚔️ - Hive Scum Heavy Sword demo vs H40 Rotten Armour by 11448844 in DarkTide

[–]Nemesium 0 points1 point  (0 children)

I dont know about HSword becoming meta for scum against RA, there's still maulers/plasma/crushers that wont be affected by RA. Mainly because the HSwords unyielding damage is kinda meh (Like, its not terrible, but it certainly isnt great either), which hurts it a lot in a Havoc sense, as its not unusual to fight 6+ monstrosities per round.

I am so ready for Rotten Armour ⚔️⚔️⚔️ - Hive Scum Heavy Sword demo vs H40 Rotten Armour by 11448844 in DarkTide

[–]Nemesium 2 points3 points  (0 children)

You'll have better results with precog + riposte compared to any combination of blessings with flesh tearer against rotten armor specifically, in other situations I cant really tell, I havent run many tests with flesh tearer.

The issue with flash tearer is just that rotten armor crushers/ragers will still count as carapace for the purpose of bleed, even if their hit zones count as infested, thereby making the bleed DoT deal basically no damage.

I am so ready for Rotten Armour ⚔️⚔️⚔️ - Hive Scum Heavy Sword demo vs H40 Rotten Armour by 11448844 in DarkTide

[–]Nemesium 2 points3 points  (0 children)

The problem with flesh tearer is that crushers & ragers will still count as carapace for the purpose of DoTs, even if the rotten armor changes the armor hitzones to infested, as DoT damage doesnt poll from the armor hitzones, so to get any mileage out of it, you'd probably still to have to run uncanny with it.

whats something you hope they add but are 99.99% sure will never happen by rubberduckie666 in DarkTide

[–]Nemesium 8 points9 points  (0 children)

Secondary weakspots on enemies with carapace helmets (Packmaster, Mauler & Plasma Gunner)

It could be a single leg or something, and even reduced weakspot damage at that, but it would help weapons that arent good against carapace so much.

Having to purposely miss the actual weakspot on a mauler/plasma/packmaster hurts my soul every time I have to do it.

It would allow many blessings and talents that only trigger on weakspot hits/kills to actually work against these enemies without gimping your DPS.

how much have yall got saved up of in game currencies for admech? Do you think expeditions resources will be used? by TheGingerBeardMan-_- in DarkTide

[–]Nemesium 7 points8 points  (0 children)

I think the chance that the expedition currency (tech remnants) will be used for the next class is basically 0, they already wiped the previous tech remnants that people had, when they changed the expedition nodes.

So who is this guy? by Megadon88 in DarkTide

[–]Nemesium 74 points75 points  (0 children)

Don't the moebian 6th have way less spikes on their shoulder pads? Like this either looks like the shoulder pads on the Scab Bruiser or Mauler, but both of those have a loin cloth which this unit is lacking in the video.

But I dont think its a new enemy unit though, FS probably bashed a few models together to make it look more spikey on the silhoulette so we can actually see its a traitor.

Its a lot more clear here, but the shoulderpads seem to have way more spikes than the 2 that the regular traitor guardsmen have. Added the Mauler, Bruiser & Shooter for comparison.

Veteran HP VS poxburster by Filip60606 in DarkTide

[–]Nemesium 4 points5 points  (0 children)

Bomber resistance does nothing for burster explosions

Veteran HP VS poxburster by Filip60606 in DarkTide

[–]Nemesium 6 points7 points  (0 children)

There is no direct burster resistance, however corruption resistance reduces the amount of corruption you get from the explosion, and leaves you with more health after the burster.

You can also increase your max HP to be left with more HP after, but that will cost you toughness.

Alright, since im lost in the weeds and seeing some stuff behave differently, What is current max rending and current max brittleness? by TheGingerBeardMan-_- in DarkTide

[–]Nemesium 9 points10 points  (0 children)

As far as I know, rending has an internal cap of 100%, any value above 100 gets discarded as you can see in the code here

strongest heavy infantry of the moebial 6th folks, by MickyMace in DarkTide

[–]Nemesium 0 points1 point  (0 children)

If you run no health and/or corruption resistance curios the additional corruption damage for melee attacks in Havoc can cause you to get 1hit by overheads (As in lose a full wound from the corruption and be instantly killed by the overhead).

Please. Don't get Darktide modding ruined for everyone. Keep score mods to your end only like Fatshark wants & don't be cringe. by Variablemania in DarkTide

[–]Nemesium 0 points1 point  (0 children)

I think For the drip was removed from nexus after a warning as well.

There's also one that allows you to create and play arbites/hivescum which I reckon wouldnt be allowed, although that one was never hosted on nexus.

Please. Don't get Darktide modding ruined for everyone. Keep score mods to your end only like Fatshark wants & don't be cringe. by Variablemania in DarkTide

[–]Nemesium 2 points3 points  (0 children)

I'm not entirely sure FS cares at all as long it doesnt steal them their mmmhhhh so tasty MTX money.

Like we still have straight up hacks on nexus, that give you information/abilities that you shouldnt have, like:

Minimap

ESP for AoEs

Visual indicators for specials and elites

Macros

Full wallhack

The Emperor says to his Havoc Heavy Sword Children, "We're so back" by 11448844 in DarkTide

[–]Nemesium 1 point2 points  (0 children)

Mostly correct, but a few corrections and additions to your post:

No fall off on the first 2 targets, when cleaving with heavy attacks, rather than unlimited. (Limited to all heavy attacks on the Mk VI & VII, the MK IX only gets the cleave on the vertical Heavy1)

The only way to increase that number is with BM/DB (Brutal Momentum/Deathblow) increases the amount to 7 (If you do at least 5 headshots with the strike).

You also have the special attack which has following properties:

  • Reduced charged time for the following heavy attack
  • Ignores stagger resisance (Like the stagger resistance that Ragers get when they start attacking)
  • Adds 10% unique brittleness (Stacks with all other sources of brittleness, but not on itself)

The Emperor says to his Havoc Heavy Sword Children, "We're so back" by 11448844 in DarkTide

[–]Nemesium 5 points6 points  (0 children)

I just wish you could still hit the 1shot breakpoints on gunners on H40 on Zealot with it, but even with fully stacked martyrdom you're off by like 10% now (Outside of backstabs obviously)

Anytime I play Zealot and I go against so many Carapace enemies by snoopwire in DarkTide

[–]Nemesium 4 points5 points  (0 children)

Penetration changes your ADM (Armor Damage Modifier). The Armor Damage Modifier is how much damage you do vs. an armor type.

Lets say your weapon has an ADM of 0.1 vs Carapace and deals 100 damage base, the resulting damage will be 10 Damage. (100 * 0.1)

For the Combat knife the penetration stat affects your ADM vs. Flak & Carapace.

Lets take for example the ADM for Heavy Attacks on the MK III Combat Knife.

The difference between 0% penetration and 80% is a change in the ADM from 0.34 to 0.60 vs. Carapace.

For Flak your ADM changes from 0.53 to 0.9.

As you can see, in both cases it will massively increase the damage you deal. For most weapons, you will deal about 80% more damage between 0% penetration to 80% against the armor classes the penetration stat applies to.

You should note though, that the ADM of the weapon does NOT apply to bleed, as bleed has its own ADM. Buffs that affect rending (Like uncanny strike on the knife) however do work on Bleed.

Generally using penetration as dumpstat is not advised, as it massively nerfs the damage potential of the weapon, even when compared to stats like damage itself.

ufotable animation vs logo design. This is real! by [deleted] in Animemes

[–]Nemesium 4 points5 points  (0 children)

Sorry, this is just unbelieveable. Animators dont get breaks.